varying vec3 normal, lightDir, eyeVec;void main (void){	vec4 final_color = vec4(0.2, 0.2, 0.0, 1.0);								vec3 N = normalize(normal);	vec3 L = normalize(lightDir);		float lambertTerm = dot(N,L);

	vec4 LightSource = vec4 (1.0, 1.0, 1.0, 1.0);
	vec4 diffuse = vec4 (0.8, 0.8, 0.0, 1.0);
	vec4 specColor = vec4 (1.0, 1.0, 1.0, 1.0);
	float shininess = 50.0;		if(lambertTerm > 0.0)	{		final_color += LightSource * diffuse * lambertTerm;		              				vec3 E = normalize(eyeVec);		vec3 R = reflect(-L, N);		float specular = pow( max(dot(R, E), 0.0), shininess);		final_color += LightSource * specColor * specular;		               		}	gl_FragColor = final_color;	
}